Slotting Super Reflexes
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Using SOs: Passives 3 Slot. Toggles 4 slot (1 End, 3 Def)
Which is more important shields or passives? How many slots per power?
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Common IOs: 2 and 4 slot.
Take pretty much all of your secondary. (I skipped the Tier 9, but after everything else was IO'd out with sets I was in the 45% range.)
What if you want to use IO sets?
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Then there are a million good options, and all simple rules about number of slots are completely thrown out the window. However, you still take all of your secondary except Elude. You could skip Quickness, but most IO builds thirst for recharge.
"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
Videos of Other Stupid Scrapper Tricks
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As others have been saying you want at least all the toggles and passives plus Practiced Brawler. Beyond the +defense your toggles and passives provide they all contribute to your Defense Debuff Resistance which is as important as the +defense.
Which is more important shields or passives? How many slots per power?
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Second your passives provide a scaling damage resistance. Only with all 3 and with all 3 enhanced will you get the maximum damage resistance possible for any given amount of health.
Quickness for me is also an 'always take' power. It's not only a nifty auto +20% recharge, +fly spd and +run spd buff, but resists movement slows (fly and run speed) and recharge debuffs.
As far as slots to devote to it .. as Werner said there's about a bazillion ways to get there, the important thing is getting there with the values capped vs ED whether its 2, 4 or 6 slots in your build and whether it's with SO's, generic IO's, or sets.
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I guess that's what I'm really asking. What's the easiest way to get to the cap on defence with SR?
As others have been saying you want at least all the toggles and passives plus Practiced Brawler. Beyond the +defense your toggles and passives provide they all contribute to your Defense Debuff Resistance which is as important as the +defense.
Second your passives provide a scaling damage resistance. Only with all 3 and with all 3 enhanced will you get the maximum damage resistance possible for any given amount of health. Quickness for me is also an 'always take' power. It's not only a nifty auto +20% recharge, +fly spd and +run spd buff, but resists movement slows (fly and run speed) and recharge debuffs. As far as slots to devote to it .. as Werner said there's about a bazillion ways to get there, the important thing is getting there with the values capped vs ED whether its 2, 4 or 6 slots in your build and whether it's with SO's, generic IO's, or sets. |
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Easiest? One Steadfast Protection unique and properly slotting your powers with SOs. For example:
I guess that's what I'm really asking. What's the easiest way to get to the cap on defence with SR?
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"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
Videos of Other Stupid Scrapper Tricks
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I dont think it works like that actually.
Second your passives provide a scaling damage resistance. Only with all 3 and with all 3 enhanced will you get the maximum damage resistance possible for any given amount of health. |
You get a flat 20% damage resist bonus per each passive takin. You cant slot more resists into the power to get more resistance. The resists kick in based on health value.
I could be wrong though
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My favorite combo is Faceplant/DebtCap with the TeamWipe Ancillary
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Actually I believe you are correct, I messed that up. You definitely can not slot damage resistance in the passives. Each passive does max out at about 20%, I say about because I think it's actually just shy of that when you have 5 or so health left leaving your resistance just shy of 60% right before you keel over if you have all 3 passives. Plead guilty to typing a bit faster than I should have.
I dont think it works like that actually.
You get a flat 20% damage resist bonus per each passive takin. You cant slot more resists into the power to get more resistance. The resists kick in based on health value. I could be wrong though |
Looking at the detailed info in game you get this listed (once for each damage type resisted) ".3 per Health Percentage Point below 60% resistance to smashing damage on self Ignores buffs and enhancements unresistable" Therefore with all 3 passives you should be gaining about 1% resistance for each 1% of health lost (from 60% of your max health) for each of the 6 damage types it works against (i.e. its not effective against psi or toxic damage).
The amount of DDR, however, is effected by the amount of defense enhancement present and is a good enough reason to slot defense enhancement in and of itself.
EDIT: to add the '(from 60% of your max health)' ... fingers still not typing all of what brain thinking
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Exactly. I've shuffled the way my Kat/SR gets her softcap several times over. The how usually depended on what else I wanted to do. I think the only thing all those variations had in common was "6-slot Red Fortune in the toggles" and "take Combat Jumping."
Seriously, a bazillion ways at a bazillion different budget levels. There's no "easiest". There's no "best". If you want a bazillion examples, just look around the forum, and you'll find them.
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Early on, I wanted the Weapon pool as well. I 3-slotted the passives, put Red Fortune in the toggles, and went for Touch of Death and Scirocco's Dervish in the Katana attacks, then Ruin in Shuriken and Detonation in Exploding Shuriken. Don't think I took Tough and Weave there.
Later on I decided to take Body Mastery instead. I think I dropped Elude entirely here, and put Gaussian's in Focused Accuracy, but still didn't take Tough and Weave. I think I switched a few of the PBAoE sets from Scirocco's Dervish to Multi-Strike, as well.
Most recently, Touch of Death and Scirocco's Dervish are nowhere in my current build. I stayed away from purples before since it meant I'd have to give up those defense bonuses, but I made up with them elsewhere. I think here's where I first took Tough and Weave on this character, with the +3% Defense Steadfast unique as well.
So building for /SR softcapping has general rules of thumb, not anything set in stone:
- The smallest bonuses add up. The more you can get, the more valuable your next bonus will be. This is why 3-slotting the passives for Defense is recommended, even they at an eyeball's glance they seem miniscule.
- Power pools! I mentioned Combat Jumping earlier, which has a really low endurance for the Defense it gives. Tough and Weave are good as well.
- Take a look at what you want your character to do, then softcap given those constraints. Don't work entirely backwards. Aside from /SR itself (take everything except possibly Elude to your taste), nothing else is mandatory. Just make sure you can slot for "enough" defense bonuses along the way.
Frequent boards reader, once-in-a-blue moon poster.
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As much as I enjoy the thematic feel of the passive scaling dam-res, having it be static and slotable for dam-res I still think would have been a better decision for SR.
Actually I believe you are correct, I messed that up. You definitely can not slot damage resistance in the passives. Each passive does max out at about 20%, I say about because I think it's actually just shy of that when you have 5 or so health left leaving your resistance just shy of 60% right before you keel over if you have all 3 passives. Plead guilty to typing a bit faster than I should have. |
Be well, people of CoH.
Which is more important shields or passives? How many slots per power?
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